using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace WindowsGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        SpriteFont debugFont;
        InputManager Input = new InputManager();
        Model modelito;
         //SceneManager scenemanager;
  
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;
            Content.RootDirectory = "Content";
            //scenemanager = new SceneManager();
            //tipo = new Actor();
        }
        
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            
            base.Initialize();

        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            modelito = Content.Load<Model>("Airplane\\airplane 2");
            Helpers.Init(spriteBatch, graphics);
            //debugFont = Content.Load<SpriteFont>("SpriteFont1");
            SceneManager.scenes.Add(new MenuScene(Content));
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            //scenemanager.update(gameTime.ElapsedGameTime.Milliseconds);

            //tipo.update(gameTime.ElapsedGameTime.Milliseconds);
            // TODO: Add your update logic here
            Input.Update(gameTime.ElapsedGameTime.Milliseconds);
            SceneManager.update(gameTime.ElapsedGameTime.Milliseconds,Input);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            Matrix[] transforms = new Matrix[modelito.Bones.Count];
            modelito.CopyAbsoluteBoneTransformsTo(transforms);

            foreach (ModelMesh mesh in modelito.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.EnableDefaultLighting();
                    effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(1) * Matrix.CreateTranslation(position);
                    effect.View = Matrix.CreateLookAt(positioncamera, positionmodel,Vector3.Zero, Vector3.Up);
                    effect.Projection= Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f),800/600,1.0f,10000.0f);

                
                }
                mesh.Draw();
            }

            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();
            SceneManager.draw(spriteBatch);
            //spriteBatch.Draw(tipo.tex, tipo.position, Color.White);
            //spriteBatch.DrawString(debugFont, Input.getBuffer(), Vector2.Zero, Color.White);
            //spriteBatch.DrawString(debugFont, "Combo:" + Input.getEnteredCombo().ToString(), new Vector2(100, 100), Color.White);
            
            spriteBatch.End();

            // TODO: Add your drawing code here

            base.Draw(gameTime);
           
        }

    }
}
